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Ronove

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About Ronove

  • Birthday 10/21/1984

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    http://www.arcade-extreme.com
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    RonoveTheEarl

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    London, UK

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  1. Ugh, I read this too late. I'm from London area (Hounslow) but due to my job I can hardly be at offline events (I completely missed the Sakura Fight Festa because I couldn't get my day off). Still, if you happen to be off on the same day that I am then I'm absolutely more than welcome to meet people who want to learn Millia and play offline
  2. You also want to input 66 before the rising j.K in order to give a bit of dash momentum to Millia's jump.
  3. Practice, there's no other way. Don't rush the motion or you will get a superjump instead. It's actually not that hard in Xrd, they've made it a lot easier to do compared to the previous iterations.
  4. No more stagger for 6P is a real shame honestly. I'm curious about CH 6HS bouncing the opponent, I wonder if it will allow Millia to do things like roll/dash>5K/5S/2HS
  5. Poke is the key word. Don't just look at frame data as it is, you have to think of the distance and if the opponent has anything that is that fast to actually hit you back even if it gets blocked. Not to mention the it's YRC'd as well.
  6. It's to turn S disc into a safe poke.
  7. Yep, it's good in those situations where there's no note on screen and I-No is hoverdashing from mid distance. But if she's already very close it won't come out in time to stop her from doing her hi/low mixups.
  8. As cool as it is to be able to do that I honestly think that it's a little too situational to be able to properly hitconfirm that everytime. I think it's likely still better to just hitconfirm into 6H's second hit and go for roll/dash oki
  9. Be very careful when going for poking wars against Elphelt, her f.S is really good even at max range. DON'T ever approach her with air to ground if you don't have the pin with you. Her antiairs are just as good as Venom's. Elphelt players in general seem to like to press the S button a lot given that it pretty much does anything: f.S is a great poke, c.S is a great anti-air, j.S is both. Try to bait them with backdashes, FD break, YRC shenanigans and knock her down asap. If you really wanna go for poking wars S Tandem YRC is your best way to keep them a little more honest, especially the Bridal Express happy ones.
  10. Play against stronger opponents, learn how to defeat them.
  11. 2K>5S>5H>2D Or just poke with 5S>5H>2D if you think 2K is going to push your opponent out of range for the sweep. Or just simply poke with 2D (it's one of her best pokes). Don't get obsessed in using one normal in particular, think of what normals you can use in each matchup. 2K sometimes can be a good poke if you can quickly dash in but you'll also find out that it can be very risky if your opponent has good pokes. In the air just confirm any jP or jK into a small chain that you can end with jH. It's not easy but it's what you have to learn first before focusing on flashy combos. Learn to get the knockdown off as many situations as you can, work on tightening your oki and after that you can start thinking of how you can make the best in terms of damage and what are the the best combos you should be looking to do out of these situations. Don't go autopilot trying to c.S>2H>air bnb in neutral, learn to do that only after you have succesfully hitconfirmed (either pin, CH air-to-air when you're close to the ground, pokes into RC, and obviously oki). Just think "What can I do against this character to get in and score a knockdown?" Whether it's 5S, or a straight 2D, whether it's the pin, or a jP/jK. Focus on that, after a while you'll start recognizing yourself which are the situations where you can go for her IAD bnbs and whatnot. If you need any reference just watch any of Woshige's matches. He's the player who likely embodies the concept of "knockdown first and foremost" more than anyone else.
  12. Just focus on one thing: get a knockdown. Don't focus on doing a specific combo at all costs, just work on getting a knockdown in any way you can think of, even by just simply poking with 2D. With time you'll learn when it's the right moment to go for the right BnB after each type of hitconfirm you get. Now just think of how you can convert your stray hits into a knockdown. After you've gotten consistent with that start focusing on how you can get the best damage and best knockdown out of the same situations. I've seen Millias online trying to dash in and do straight c.S>2HS when the opponent was clearly ready to block, probably because they've been practicing the combo in training mode and they are itching to do it asap. No no no. You only do that after you have hitconfirmed first (either pin, or oki setups). But if you're in neutral you just need to focus on getting a knockdown, even if it's a simple hitconfirm off 2K/5S into 5H>2D, or an air hitconfirm into jH. That's what Millia is about. All the IAD combos and relaunch combos are a consequence of having first learned how to get your momentum going by properly setting up knockdown and oki.
  13. You can add me although I'm not on Skype that often. ID is ronove84. Also I can't wait for my PS4 stick to arrive tomorrow. I can't freaking play on pad, lol. From the few hours I've managed to play it feels like the speed is nearly about the same as ol' GGs and Millia's movement feels just as fluid. IADs instead of ADCs shouldn't be a big issue, I'd actually say it's likely even easier than her old combo theory (which wasn't particularly hard to begin with).
  14. I'm already on it, I'll see if I can gradually get our Millia's wiki updated with the 4gamer info. Also given that the release date is gradually approaching within the next two weeks I'll be creating a combo thread too. Let me or Teyah know if you think there should be additional (useful) threads, although I'd say that a general, a frame data, a video and a combo thread should be more than enough to cover for all the basics. Matchup specific discussions will be available once the game is out, for now if you can use this thread for anything noteworthy.
  15. Looks like f.S has become more unsafe (from -4 to -6). jK has less active frames. Both S and H Tandem Top have longer recovery (I'm actually surprised by the S version having lon ger recovery than the H one). There are other minor changes but it's pretty much the same, atleast frame-data wise.
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